Important MessageYou are browsing the archived Lancers Reactor forums. You cannot register or login. |
nomad weapons
The general place to discuss MOD''ing Freelancer!
24 posts
• Page 2 of 2 • 1, 2
First time i went to the place I got one, was happy. Went back with some firends, I got about 7 before leaving again. Went back with 3 people, we got about 24 total on that trip. My suggestion yea, dont overpower them, if theyre about to die, reach up and hit '1' and slowly kill them, or shoot slower so you hit them once to kill them and not have the others kill the loot. Good Luck! BTW that Pink system is Hell!
Hey Norfleet ive killed like 200 hundred of them so the hole odds thing gets thrown right out the window (for what im talking about anyway). as far as overpowering thats bs as well. i found out how to get them this weekend. if anyone needs to know please email me and i will tell you. I worked way to hard just to release it to every one. i dont mean to be a prick, its just that i would like people to try on thier own first.
Sorry, but the level 35 idea can't be the reason either. I found the unknown system in Omicron Gamma for the first time last night. I explored the entire system at cruise speed, then decided to see if I could get some weapon drops from the Nomads. I was at level 33, and it took about 20 minutes to get two Nomad Cannons. If the level 35 idea were true, I wouldn't have abtained any.
Omicron Gamma happens to be part of my usual trade route, so I gave the unknown system another try tonight. This time, I was at level 35. In 20 minutes time, I had two more Nomad Cannons and two Nomad Blasters. I also noticed something interesting... The weapon drops only seemed to occur if the kill was relatively close to me.
During my exploration of this system, I was able to scan some Nomad Fighters. The ship information states that their ships are organic (grown, rather than built). If this is true, the weapons are probably organic as well. I'm thinking that the weapons simply "die off" before you get close enough to tractor them in. Making the killing shot up close allows you to grab them before they become useless debris.
My MP character is presently saved on Primus, so I'll test this out more tomorrow. Tired as I am right now, I might be imagining all this
btw: I have not finished the SP, I'm playing on my server with no client-side or server-side mods, and I've always used a Titan to kill Nomads
Fixitman
Admin: Fixitman's Universe
Edited by - fixitman on 27-03-2003 09:18:08
Omicron Gamma happens to be part of my usual trade route, so I gave the unknown system another try tonight. This time, I was at level 35. In 20 minutes time, I had two more Nomad Cannons and two Nomad Blasters. I also noticed something interesting... The weapon drops only seemed to occur if the kill was relatively close to me.
During my exploration of this system, I was able to scan some Nomad Fighters. The ship information states that their ships are organic (grown, rather than built). If this is true, the weapons are probably organic as well. I'm thinking that the weapons simply "die off" before you get close enough to tractor them in. Making the killing shot up close allows you to grab them before they become useless debris.
My MP character is presently saved on Primus, so I'll test this out more tomorrow. Tired as I am right now, I might be imagining all this
btw: I have not finished the SP, I'm playing on my server with no client-side or server-side mods, and I've always used a Titan to kill Nomads
Fixitman
Admin: Fixitman's Universe
Edited by - fixitman on 27-03-2003 09:18:08
Interpreting the loot data, you must be at least a level 28, and the drop chance is 10% per drop.
It is completely possible that you'd never see a single mad gun drop.. unlikely, but possible.
Distance from your target does not have an effect on drop rate. A) there's no variable to support such a system, and I've killed Nomad's with modified weapons at over 2.4k away, and still had drops.
I personally had trouble initially getting a Nomad to drop. After spending some time making attempts, I killed over 60 Nomads before I saw my first drop. The last time I went Nomad hunting, the 2nd kill produced 2 weapons, and several more drops occured over about 20 kills.
The arguement that people are blasting loot drops is completely legit. A lot of people are sporting high powered weapons, and simply spray and praying to get their kills. The game's targeting assistance will automatically lock on to loot once the ship is destroyed, and if you're still on target holding the trigger, there's a good chance that spewing forth 10,000 Dmg/Second is going to vaporize your loot. I tested such a thing by assigning a weapon group as just my Sabre's SBB Turret, and finishing kills with it. Doing that, the drop rates did seem more consistent, but taking the time to wax the last 25% of a Nomad's hull with a single turret was time consuming, and resulted in less encouters, and less chances of drops. I would like to point out that there's a slight delay in a ship's death and the loot drop, so unless you're completely numb you should be able to STOP shooting before loot spawns in your weapons fire. Another technique, might be to mount up higher speed weapons. C10's all move at 600m/sec, and therefore are harder to time a cease in fire. With faster weapons, your aim will improve, and reactions to kills should be better.
Completing the SP story has no bearing on Nomad drops in Multi. The limitations imposed within Single player may be different, but I don't work with SP elements, so I can't say.
If I'm reading the files correctly..
Omicron Gamma Nomads - Only Drop Blasters
Through unknown Jumphole - only drop Cannons
The chances for each ship are x2 of either Blasters or Cannons.
Omicron Alpha Nomads drop both blasters and cannons, apparently on either side of the hole. The chances for each ship is for a Cannon AND Blaster.
So regardless of what you may think, the Nomads don't have a personal vedetta with you that makes them not want to give you Mad guns. Nomad weapons DO exist, and they DO drop. Get level 28, go to Alpha or Gamma, and kill lots of Nomads. You'll eventually get drops.. just don't blast the loot.
::edit::
Wanted to re-enforce a comment made by someone else earlier.. if the server you play on is modded to never drop, or only drop 1%, there's a pretty good chance you'll never see a Mad weapon.
Edited by - rkcohs on 27-03-2003 18:58:48
It is completely possible that you'd never see a single mad gun drop.. unlikely, but possible.
Distance from your target does not have an effect on drop rate. A) there's no variable to support such a system, and I've killed Nomad's with modified weapons at over 2.4k away, and still had drops.
I personally had trouble initially getting a Nomad to drop. After spending some time making attempts, I killed over 60 Nomads before I saw my first drop. The last time I went Nomad hunting, the 2nd kill produced 2 weapons, and several more drops occured over about 20 kills.
The arguement that people are blasting loot drops is completely legit. A lot of people are sporting high powered weapons, and simply spray and praying to get their kills. The game's targeting assistance will automatically lock on to loot once the ship is destroyed, and if you're still on target holding the trigger, there's a good chance that spewing forth 10,000 Dmg/Second is going to vaporize your loot. I tested such a thing by assigning a weapon group as just my Sabre's SBB Turret, and finishing kills with it. Doing that, the drop rates did seem more consistent, but taking the time to wax the last 25% of a Nomad's hull with a single turret was time consuming, and resulted in less encouters, and less chances of drops. I would like to point out that there's a slight delay in a ship's death and the loot drop, so unless you're completely numb you should be able to STOP shooting before loot spawns in your weapons fire. Another technique, might be to mount up higher speed weapons. C10's all move at 600m/sec, and therefore are harder to time a cease in fire. With faster weapons, your aim will improve, and reactions to kills should be better.
Completing the SP story has no bearing on Nomad drops in Multi. The limitations imposed within Single player may be different, but I don't work with SP elements, so I can't say.
If I'm reading the files correctly..
Omicron Gamma Nomads - Only Drop Blasters
Through unknown Jumphole - only drop Cannons
The chances for each ship are x2 of either Blasters or Cannons.
Omicron Alpha Nomads drop both blasters and cannons, apparently on either side of the hole. The chances for each ship is for a Cannon AND Blaster.
So regardless of what you may think, the Nomads don't have a personal vedetta with you that makes them not want to give you Mad guns. Nomad weapons DO exist, and they DO drop. Get level 28, go to Alpha or Gamma, and kill lots of Nomads. You'll eventually get drops.. just don't blast the loot.
::edit::
Wanted to re-enforce a comment made by someone else earlier.. if the server you play on is modded to never drop, or only drop 1%, there's a pretty good chance you'll never see a Mad weapon.
Edited by - rkcohs on 27-03-2003 18:58:48
does anyone know how to put nomad weapons for sell on a planet ........
i know i have to add it in market_misc.ini but i don't know with what
parameters...
for example on of the things sold there is
MarketGood = rh_gun01_mark01, 16, -1, 10, 10, 0, 1
so i wanted to add a nomad weapon, so i added :
MarketGood = special_nomad_gun01, ---> i don't know how to continue
this line ?
anyone knows ?
i know i have to add it in market_misc.ini but i don't know with what
parameters...
for example on of the things sold there is
MarketGood = rh_gun01_mark01, 16, -1, 10, 10, 0, 1
so i wanted to add a nomad weapon, so i added :
MarketGood = special_nomad_gun01, ---> i don't know how to continue
this line ?
anyone knows ?
I hate doing this, as I feel that modding the game to gain access to stuff you haven't "earned" yet detracts from the experience, it's ultimately your own choice to make.
To arbitrarily add goods to a base, the easiest method is to find a similar item (in this case, another gun, which you already listed), and 'fill-in-the-blanks'.
MarketGood = rh_gun01_mark01, 16, -1, 10, 10, 0, 1
MarketGood = special_nomad_gun01, 16, -1, 10, 10, 0, 1
gun01 = Nomad Blasters
gun02 = Nomad Cannons
To arbitrarily add goods to a base, the easiest method is to find a similar item (in this case, another gun, which you already listed), and 'fill-in-the-blanks'.
MarketGood = rh_gun01_mark01, 16, -1, 10, 10, 0, 1
MarketGood = special_nomad_gun01, 16, -1, 10, 10, 0, 1
gun01 = Nomad Blasters
gun02 = Nomad Cannons
One wonders why the Nomad weapons aren't the same translucent blue that the Nomad ships are.
I am awesomer than you.
I am awesomer than you.
24 posts
• Page 2 of 2 • 1, 2
Return to Freelancer General Editing Forum